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Author Topic: Kobold Camp (Version 1.51 for DF 34.11, last update 07/01/2012)  (Read 108447 times)

Hugo_The_Dwarf

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Re: Kobold Camp (KC version 1.4, for DF 34.01 last update 02/18/2012)
« Reply #270 on: June 20, 2012, 12:36:02 am »

*pokes Hugo with a bone spear*


Work!
Hehe noted *rubs were I was poked* but for now I require "rest"
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Hugo_The_Dwarf

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Re: Kobold Camp (KC version 1.4, for DF 34.01 last update 02/18/2012)
« Reply #271 on: June 20, 2012, 12:27:30 pm »

Heh it seems the Pre-Packed version is 1.4 while the stand alone raws are 1.3. DLing 1.4 now. Good thing I was only in the planning stage last night. Also should I create a new thread?
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NewsMuffin

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Re: Kobold Camp (KC version 1.4, for DF 34.01 last update 02/18/2012)
« Reply #272 on: June 20, 2012, 03:41:37 pm »

I would say yes, so you could update the original post, which would make it considerably easier to find and download.
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The Scout

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Re: Kobold Camp (KC version 1.4, for DF 34.01 last update 02/18/2012)
« Reply #273 on: June 20, 2012, 05:54:53 pm »

Can the kobolds eat plants? Or is meat required?
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Lagotrope

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Re: Kobold Camp (KC version 1.5, for DF 34.11 last update 06/29/2012)
« Reply #274 on: June 29, 2012, 08:01:51 pm »

A WAY overdue update.

Thanks to Hugo for starting to take up KC, and I almost considered letting this thread go away, but I had a near completed update sitting around for too long. And apologies for not responding, I missed any emails about this thread getting responses.

SO. Kobold Camp for version 34.11 is now uploaded to DFFD.

It's been so long, there may be some issues. But, I did fix some old issues. The errorlog should be cleaned, and the graphics have been updated to Phoebus, as with the Haggle kobold tileset integrated.

Also, on a playtest, I had a kobold go stark raving mad. She had 5 good thoughts and 1 bad, the latter being "embarrassed to not have any shoes lately." Normally I don't see the bolds as having shoes as anything but a luxury, but if they are literally going insane without it, then they can now make shoes. Lastly, although it sounds rather advanced, I decided they would have minecarts and wheelbarrows as well, unless I find a compelling reason not to include those.

Let me know if there are any outstanding issues/comments. It's been awhile since I've touched much, and some things are occasionally lost in translations between versions, so this is likely. I'll try to keep on the ball about it for awhile.

Can the kobolds eat plants? Or is meat required?
Normally meat is required, but as a result, they starve in worldgen. Therefore, I removed the [BONECARN] until that changes.
« Last Edit: June 29, 2012, 08:18:54 pm by Lagotrope »
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GreatWyrmGold

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Re: Kobold Camp (KC version 1.5, for DF 34.11 last update 06/29/2012)
« Reply #275 on: June 29, 2012, 08:24:48 pm »

It seems to have changed. I don't see vanilla kobolds starving to death anymore.
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Lagotrope

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Re: Kobold Camp (KC version 1.5, for DF 34.11 last update 06/29/2012)
« Reply #276 on: June 29, 2012, 08:43:58 pm »

It seems to have changed. I don't see vanilla kobolds starving to death anymore.
Huh, you're right. I thought that was the case, but I could have sworn I saw rampant starvation while genning worlds with bonecarn. Testing it again, that's not the case, so I added bonecarn back in and 1.5 is reuploaded. Thanks for the catch.
« Last Edit: June 29, 2012, 08:45:59 pm by Lagotrope »
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Hugo_The_Dwarf

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Re: Kobold Camp (KC version 1.5, for DF 34.11 last update 06/29/2012)
« Reply #277 on: June 29, 2012, 08:57:51 pm »

Well since you have returned and now working on this again here are some things to help you out:
No more bad thoughts

custom armor items
Spoiler (click to show/hide)

If you want my Break down metal weapons and armor to make crude metal and stuff, just let me know.

EDIT:
I would be able to offer help on updating this, like if you plan on adding in interactions, or other stuff.
« Last Edit: June 29, 2012, 09:02:00 pm by Hugo_The_Dwarf »
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Lagotrope

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Re: Kobold Camp (KC version 1.5, for DF 34.11 last update 06/29/2012)
« Reply #278 on: June 29, 2012, 09:22:17 pm »

Well since you have returned and now working on this again here are some things to help you out:
No more bad thoughts

custom armor items
Spoiler (click to show/hide)

If you want my Break down metal weapons and armor to make crude metal and stuff, just let me know.

EDIT:
I would be able to offer help on updating this, like if you plan on adding in interactions, or other stuff.
Awesome, thank you. I'll be using these in the next version.

And I have just been looking at the interactions and how they work, so I may work with those as well. If you'd like to throw in interactions as well, that would be greatly appreciated.
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Hugo_The_Dwarf

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Re: Kobold Camp (KC version 1.5, for DF 34.11 last update 06/29/2012)
« Reply #279 on: June 29, 2012, 09:31:50 pm »

Depends on what you want to do with the interactions, For my spin off of KC I was going to have a Shaman caste of Kobold that could do minor combat magic, but mainly healing/stat buff spells

And a caste of kobold that would automaticlly go into ambush mode once a month or twice a month, they would move slower due to it. but they would make great guards or suprise attackers. "The Kobold has sprung from Ambush!"

But these would be done through prayers/offerings of food to the gods a sort of Upgrade kinda thing. Which also has negative effects
Shamans become frail and die of old age sooner, and shadow bolds. I haven't figured out a fair exchange for that. maybe sterility?

Also a poll in my KC thread people wanted Digging enabled, but just as much or more said they liked the old "no dig stone" method
Also what do you think of breaking metal stuff down to use to make crude armor and weapons?

Btw I also reworked all kobold weapons too, the old "kobold <instert weapon name here>" didn't sound right to me.
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Bronze Dog

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Re: Kobold Camp (KC version 1.5, for DF 34.11 last update 06/29/2012)
« Reply #280 on: June 29, 2012, 09:52:37 pm »

I'm fond of kobold shamans as a general concept. While dwarves are creatures of technology and !!SCIENCE!!, I like to imagine kobolds developing as creatures of magic and superstition. I probably wouldn't give them overt forms of magic like hurling fireballs, but something more subtle.

I glanced over the raws and noticed there was a "meditate" reaction in the training grounds, to boost concentration. I once tried to think of something interesting for a kobold shaman to do with the concentration skill at an altar or something, but I never did think of something I could translate into a reaction.
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Bronze Dog has been feeling rather happy lately. He is fond of scimitars, black bronze, turquoise, and kobolds for their underdog status.

Lagotrope

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Re: Kobold Camp (KC version 1.5, for DF 34.11 last update 06/29/2012)
« Reply #281 on: June 29, 2012, 09:54:11 pm »

Depends on what you want to do with the interactions, For my spin off of KC I was going to have a Shaman caste of Kobold that could do minor combat magic, but mainly healing/stat buff spells

And a caste of kobold that would automaticlly go into ambush mode once a month or twice a month, they would move slower due to it. but they would make great guards or suprise attackers. "The Kobold has sprung from Ambush!"

But these would be done through prayers/offerings of food to the gods a sort of Upgrade kinda thing. Which also has negative effects
Shamans become frail and die of old age sooner, and shadow bolds. I haven't figured out a fair exchange for that. maybe sterility?

Also a poll in my KC thread people wanted Digging enabled, but just as much or more said they liked the old "no dig stone" method
Also what do you think of breaking metal stuff down to use to make crude armor and weapons?

Btw I also reworked all kobold weapons too, the old "kobold <instert weapon name here>" didn't sound right to me.

I'll likely integrate your reworked weapons as well, I'll take a look over them. As for Shamans, that sounds perfect, as it's something that I wanted to do before interactions made it possible. An ambush caste of kobolds sounds interesting, although it may have limitations on its own since it can't be controlled directly if I'm right.

Digging is hit or miss among people. I tend to include the non-diggable soil, because it's easier for people to revert that to a vanilla files by overwriting them than it is to go through and add the undiggable tokens to every stone.

And lastly, breaking metal stuff down to use for crude armor and weapons would be excellent. In fact, I recall it being mentioned, but it slipped my mind to implement that.
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Hugo_The_Dwarf

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Re: Kobold Camp (KC version 1.5, for DF 34.11 last update 06/29/2012)
« Reply #282 on: June 29, 2012, 10:48:56 pm »

Quick and easy way to make stone undiggable

Spoiler (click to show/hide)
Right near the end ;) and for Ore to make it diggable make all metal bearing rocks use teh SOIL_TEMPALTE and that is it, because those have [IS_STONE] which makes them drop boulders once digith :P

plus it lets you use the new material values toady put in, without too much hassle ;)

also kobold weapons
Spoiler (click to show/hide)

some things like spears and stuff I enabled for kobolds to use like this is the entity file:
Spoiler (click to show/hide)
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Hugo_The_Dwarf

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Re: Kobold Camp (KC version 1.5, for DF 34.11 last update 06/29/2012)
« Reply #283 on: June 30, 2012, 12:53:41 am »

Ok teh breaking down metal stuff.
Spoiler: Crude metals (click to show/hide)

Iron
Copper
Bronze
Silver
Steel all need a
   [MATERIAL_REACTION_PRODUCT:CRUDE:INORGANIC:<said metal name>_CRUDE] dropped into them

Spoiler: reactions (click to show/hide)
^^^Also has make wooden spears and clubs nested in there^^^

also for allowing kobolds access to vital metals

Spoiler (click to show/hide)
^^^Allows embarking and trading of said metals^^^

also these are used in the metal breaking reactions
Spoiler (click to show/hide)

Entity crap
Spoiler (click to show/hide)

Oh crap I forgot that I had throwing axes for my kobolds

Spoiler (click to show/hide)
^^^Could probally be called tomahawks? Hatchet/Choper with tomahawks? Also only fully grown bolds can hold these 1 handed with no penelties^^^


Everything in hear has been geared towards functionality, and flavour. So reading them looks nice, and figuring out what is what in a list of menus has been thought of and done.

As for the castes, I will be adding them into Regen, Ambushing bolds will use their hide power whenever they can even in battle. that is why I want to limit it's use to a month or half a month. So you don't have a shadowbold constantly phasing in and out of sight during combat, of course that would be epic to see. And the planned method of pulling these upgrades off will allow full control of who the player wishes to give the upgrades too.

Reguarding spells I have a minor healing spell and a ice strike spell (tosses 4 shards of ice) for starter. And planned to have the shaman have to meditate or do something to learn more spells. But due to the major frailty they get. Using for combat better be a last resort, because they will get torn apart. Also it's better for a kobold pup to become a shaman ;) the battery lasts longer.

Also what is your thoughts on a "beefier" kobold upgrade? Kinda like the kobold's own little Body builder Spartan (Btw the armor stuff I made was based on spartan armor, except for the shield (blocking bracer, made by Delioth) that was inspired by castlevaina LoS) but I don't know what side effects being a muscle bold would be? no physical stat gain and rust. all skills cut in half?
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LoSboccacc

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Re: Kobold Camp (KC version 1.5, for DF 34.11 last update 06/29/2012)
« Reply #284 on: June 30, 2012, 04:10:25 am »

remember the wood/clay slab reactions  or the fort will stuck with ghost :P
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